Event Resolution Event 2:
By unanimous agreement of those with navy capacity, Ships of the Line will remain Ships of the Line until further notice. They will remain standby in safe ports near the battlefront until their generals call them to the front line. Should the enemy ever take to the seas, they'll face the wrath of their massive broadsides. Should the enemy never take to the seas, the seamen can at least declare boldly that they must have scared them off. Those under the Admiral begin acting as oversized shipping and fishing vessels and have begun the hunt for large sea monsters to feed the ever-growing Grand Army.
Event 3:
Most Generals where in favor of diverting resources toward Unity's cavalry, with some disagreement on the exact number of resources to allocate. This event will continue on to the next War Council, where you will get a choice between minor and major funding for the bonded, and consequentially the summoning of a new Unity or a larger number of less expensive bonded.
Event 4:
With two votes, the War Council orders the researchers to search out the Invader's means of reproduction. Every Nation supporting the war effort has their own method of obtaining data, but fortunately the battlefield is littered with enough corpses that research material is easily obtained. Autopsies suggest that the Invaders lack the ability to reproduce on the individual level. They simply lack any organs that could possibly be used for sexual or asexual reproduction. Interestingly this applies to all Invader "species", including the mounts that we have assumed where normal animals - it is possible that they all come from the same source. For what that source is, every researcher has come up with their own theory. The most popular is the "Queen" theory. This theory states that all Invaders are laid by Queens similar to a bee or ant, with the Queen likely having some control over what she lays. In this case finding and defeating the Queen or Queens would severely hamper the enemy's ability to replace fallen units. Another theory states that the Queen theory takes too much stake on appearances, and is is likely they have nothing to do with mundane insects. Proponents of this theory suggest that they are crafted by unknown scientific or magical technology in a factory like setting, noting the possibility that their weapons are crafted in the same way as the soldiers holding them due to their lifelike nature.
Whatever the truth is the path forward involves denying the enemy territory and prevent them from setting up whatever infrastructure they need. If you could take to the sky and defeat the source beyond the clouds, it is very likely you could end the threat of the Invaders for good. As for their reproduction speed, wear and tear on their wings and jaw suggest that the normal footsoldier is in the realm of months old, but this could mean nothing if they shed their outer layer every few months. Or if they have life cycle stages before their fully grown form. The general consensus from both theories is that an Invader can go from birth to the battlefield in less than a year, but the data is weak until you capture something capable of breeding.
Deployment Phase 2Now with legions of their own, the Grand Army marches off to war. True war, not simply skirmishing with whoever managed to show up on time. Victory is far from certain as the enemies only grow more numerous, their clouds expanding to assault more and more territory somehow targeting the political power of each nation with what can only be deliberate intelligence. Still with the resources provided you can now do something about them. Victory is just over the gloomy horizon!
Battlefield One: Thanks to the Grand Army's efforts, the massive horde originating from High Rus was slowed for long enough to evacuate the peasants and all their usable materials from much of the surrounding countryside. However they continue to expand their territory around ground zero of the invasion, relying more on Line Infantry now that their raiders are no longer bringing home the bacon. A token force may be allocated to continue attempting to slow their onslaught, a more dedicated force may dig in and stop their advancement, and a truly powerful force may be able to push back and retake territory from the Invaders. Keep in mind that they will still outnumber you by a notable amount even if you where to send the entire assembled Grand Army after them - do not go in expecting an easy victory. Expected battlefield is a large range including frozen forests, wide fields filled with plants that love the cold, villages, and occasionally snowy hills. Most of the enemy remains Line Infantry, with confirmed Anti Air Artillery. Other artillery support is likely. Raiding units that survived the previous fight are sticking around but likely to fight closer to the main force.
Battlefield Two: Following the successful defense of the Sultanate of Drezzen the surviving Invaders have been moving north toward the main army in High Rus, taking with them their loot. It would likely be beneficial the war effort to prevent them from meeting with the main unit, though we do not have a solid grasp of what exactly the purpose of all the loot as of yet. Much of the remaining force is Light Infantry who avoided the heavy fighting during the last battle, with surviving Line Infantry and Fly Riders making up most of the remainder. If they manage to approach High Rus reinforcements are expected, do be careful not to get flanked by Invaders coming from the North to meet their raiders. Expected battlefield is open snowy fields with some greenery, broken by the occasional temperate forest. As before the rivers are ready for raiding.
Battlefield Three: Once again invaders are expected to drop from the sky, this time on the Kingdom of Tensali to High Rus's East. As this is Veikka Puomi's home territory, he is expected to know the land better than the foreign soil he has been fighting over. As before defenses are being prepared, focusing on increasing the defenses of the King's mighty castle. It is likely that the Invaders will once again attempt to ransack the city should they fail to conqueror it, and hopefully their numbers will be small enough that this is the case. Enemy unit types are unknown. Battlefield is expected to be the King's Castle, urban combat, and whatever spills out into the surrounding countryside.
Forces of the Grand Army Name: Veikka Puomi
Nation Bonus: Almost always on the defensive every soldier in the relatively small Kingdom of Tensali is drilled on the importance of maintaining both mobility and overwhelming firepower when it comes to fighting the enemy. This drilling lets most soldiers maintain some level of cohesion and offensive capabilities even while on the retreat to often devastating effects for the attacking enemy. (Retreats faster and better on the defensive)
General Bonus: Veikka Puomi has trained heavily in the importance of artillery warfare on the battlefield and has successfully used this knowledge to help defend Tensali from enemy incursions multiple times in his carrier. (Good with Field Artillery)
Units: 2 Field Artillery, 2 Line Infantry, 1 Dragoons, 1 Ship of the Line
Mount: A giant snow minx the traditional animal of the Kingdom of Tensali
Backstory: Veikka is a gruff old human man with a well-trimmed blond mustache and shaven down beard once a lesser noble now decorated in a vibrant military uniform of the traditional Tensali coloring covered in merits from his years of service to his King. Situated near the High Rus the Kingdom of Tensali is the last remaining fragment of the once glorious Empire of Tensal that over its history has seen its sovereignty under threat and its land slowly whittled away by its jingoistic neighbors still holding a grudge over the actions of a long-dead empire. It is the hope of king Broris III of the Bauluna dynasty that by participating in this coalition relationships can finally normalize and perhaps Tensali can get back some of its long-lost lands that High Rus took from them many years ago.
Name: Great Unity Allion & Hura
Nation Bonus: Due to their unique natures, Nawra cavalry are much sturdier and more effective than Grand Army standard. However, should their mounts fall, so will the soldiers within them.
General Bonus: Hura and Allion have a bond that can only be formed by years of working together in the field. Additionally, being the same creature helps somewhat. There will never be delay between thought and action, and their effectiveness is unmatched by any other cavalier
Units: 1 Heavy Winged Hussar (Well Supplied)
Mount: A colossal levitating serpent-like creature by the name of Allion, at home beneath the sands and in the sky alike. His beige-scaled bulk blots out the sky beneath it as he slithers across the horizon, his back inflating with the gaseous substances that both keep him afloat and allow him to emit puffs of potent enzymes that dissolve anything solid they touch.
Backstory: The Nawra are a race of symbiotic oozes that bond with creatures via weaving their body throughout their nervous systems, taking control of anything without it's own sentience and communing with anything that can have feelings. As they dry out quickly outside of a host or a body of water, you will often see them within the forms of various creatures from both the deserts in which they live and from other nations. Hura is the Nawra bonded within the Glintscale Serpent Allion, the Great Unity of the Nawra Tribes.
Name: Admiral Everett
Nation Bonus: The Terve Merchant Empire is incredible at the complex task of logistics. They are an island nation that has spread its influence to ports all around the world. Their impressive fleets of ships are best served carrying great amounts of cargo to ports and up rivers. Their reach and expertise mean they are typically very skilled in acquiring goods and getting them where they need to be.
General Bonus: Coastal and river raiding. Admiral Everett is well known and reviled for his deep strikes against soft and civilian targets and his ruthless and effective raids. His ships serve as a base for his Wyvern core to launch off and attack from as they sail up and down rivers.
Units: 2 Winged Hussars, 2 Light Infantry, 1 Anti Air Artillery, 1 Ship of the Line
Mount: Wyvern. They are about 50% larger than a horse not including wingspan. They have elongated forelimbs that have a fleshy membrane that acts as a wing. They have long necks and nasty fangs that drip with dangerous venom. However, their skin is thin and their bones are light since they need to be light to be able to fly. These fish-eating creatures infest many isolated islands, often in vicious, territorial swarms.
Backstory: Everett is a tall, skinny man, missing his left arm. His skin is battered and weathered from long days in harsh sea weather. He is cold, uncompromising, and brutal. He has fought in several campaigns when other nations have refused to allow Terve merchants to trade. He achieved great success in convincing them to reconsider but earned himself considerable infamy in the process. The Terve Merchant Empire is happy to use his infamy to threaten uncooperative nations.
Name: Grimtusk Bonegrinder
Nation Bonus: The Goblins of Gobbleshire are not very physically imposing, but they are lightweight, nimble and very annoying. A unit of Goblins typically consists of more individuals than usual, due to their smaller stature and fecundity.
General Bonus: Grimtusk is capable of filling the fallen with necrotic energy that will let them continue fighting even if they suffer fatal wounds. One per Deployment phase, he may raise a fallen Unit (on either side) to become his undead minions. Putting them out of the fight for good will often require them to be either armless, or headless. Undead Units may be maintained across deployment phases with the use of either this ability or a Wizard action.
Units: 3 1/2 Light Infantry, 1 Dragoon, 1 Wizard, 1 Light Infantry (Undead), 1 Ship of the Line
Mount: A bone giant, comprised of millions of bones. This undead monstrosity heeds any order without question and obeys only one voice. It looks kind of like a dinosaur.
Backstory: Goblins have been a menace to civilized society for millennia, and their reputation of ill temperament and violence is not undeserved. Feral tribes of goblins can be found all over the place even to this day, though following the advent of gunpowder the goblins have ceased to be a serious threat to the established nations.
Grobbleshire is a nation of goblins that had been established centuries ago, and is a place where you can find relatively more civilized goblinkind. It is here that the goblin necromancer Grimtusk Bonegrinder emerged from, who commands respect due to their sheer arcane power. Grimtusk has witnessed that times are changing, and seeks to redefine the goblin's place in the world while it is still possible to do so.
Name: Western Prince Ted Yamamoto
Nation Bonus: The cowboy armies of 人外 ("the land of the men left behind") are famous for their sniper-like sharpshooting in all weather conditions. Ranged units receive buffed accuracy.
General Bonus: The Golden Dragon Emperor's words are backed with nuclear dragons. The Golden Family have been breeding dragons for centuries, and, whenever the Emperor is in the theatre of battle, his finest war-trained drakes follow, providing the equivalent of an artillery unit in fiery bombardment.
Units:2 Line infantry, 1 Grenadier, 1 Cuirassiers, 1 Anti Air Artillery, 1 Ship of the Line
Mount: The Dragon Nexus Ōtokage is definitely not a robot and you should report anyone who tells you it is to the secret police.
Backstory: The Golden Dragon Emperor Eiji "Ted" Yamamoto won his first war for his country, against the hated weeb furry menace, at the age of 13 and has been tremendously bored ever since. Needless to say, when he heard about creepy alien bugs falling from the sky, he immediately wanted to get in on that. Where is this "west" that his strange technology comes from? Most of his subjects assume it is some kind of hell dimension populated by demons with which the Emperor has made a blood pact.